Activity
From 2003-06-27 to 2003-07-10
2003-07-10
- 10:54 Feature #1234: Particle Grass
- Considering to be the same as "Surface detail models". Closing as duplicate.
- 03:41 Feature #1234 (Closed): Particle Grass
- A pseudo 3D grass effect made out of particles (like in
Star Fox Adventures). Not really needed, as
bumpmapped gr... - 10:50 Feature #1233: Surface decorations using 3D models
- _(originally posted by anonymous SF.net user)_
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Also, slope support. Now that Doom has mouse look sup... - 03:24 Feature #1233 (New): Surface decorations using 3D models
- Ability to add better 3D detail to levels, such as proper
cracks in walls, pipes hanging from ceilings, railings,
... - 10:42 Feature #1225: Tenebrae style blood
- _(originally posted by anonymous SF.net user)_
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http://tenebrae.sourceforge.net
Take a look at some ... - 03:14 Feature #1225: Tenebrae style blood
- _(originally posted by anonymous SF.net user)_
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A lot of features that tenebrae has would benefit Doo... - 10:30 Feature #1230: Full DirectX 9 support
- _(originally posted by anonymous SF.net user)_
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Get over direct X! Why are so many people victim to t... - 06:04 Feature #1236 (Closed): Multiplayer modes integrated into Doomsday
- The plugin gamemode idea is great. I think eventually
Doomsday should have all the basic modes (Teamplay,
Deathma... - 03:49 Feature #1235 (Closed): Plugin weapons, etc....
- Weapons, levels, etc.. for each game would have their
own folder. They would be able to be tagged (name,
author, ... - 03:39 Feature #1232: Customiseable barrel explosion damage
- Will be addressed when we move the AI to external scripts.
- 03:16 Feature #1229: Input plugins: generate events from connected controllers
- _(originally posted by anonymous SF.net user)_
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Proper support for analog. Instead of holding down ru...
2003-07-09
- 23:43 Feature #1232 (New): Customiseable barrel explosion damage
- I would like to see a customizable damage set for the
barrel, so that I can kill pinky demons if next to them
*L... - 23:37 Feature #1231 (New): Ragdoll physics
- What about adding ragdoll physics, such as dead
monsters tilting on staircases, or slumping down off an
edge? Of ... - 03:34 Feature #1192: 3D models for menu/HUD graphics
- _(originally posted by anonymous SF.net user)_
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Have you seen Metroid Prime? It has a 3D hud that is ... - 03:27 Feature #1228: Damage from nukage splats
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Duplicate - 02:56 Feature #1228: Damage from nukage splats
- _(originally posted by anonymous SF.net user)_
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this would be an idea for modders not for the engine ... - 03:07 Feature #1230 (Closed): Full DirectX 9 support
- Support for all the new features and hardware present
and supported by the new DirectX 9.
*Labels:* Graphics - 03:04 Feature #1229 (Rejected): Input plugins: generate events from connected controllers
- Much like the audio plugins, input devices should be abstracted behind a plugin mechanism. An input plugin would feed...
2003-07-08
- 17:40 Feature #1227: Per pixel lighting
- Closing as duplicate.
- 17:24 Feature #1228 (Closed): Damage from nukage splats
- It would be interesting if the spilled nukage from
exploding a barrel hurt the player when stepped on.
Apart fro... - 04:24 Bug #103: All Objects have black square around them
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You might wanna upgrade to a real video card (geforce2 or
higher, geforce2 has PCI)...
2003-07-07
- 09:25 Feature #1227: Per pixel lighting
- _(originally posted by anonymous SF.net user)_
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So your saying bump map everything from a single stat... - 07:43 Bug #103 (Closed): All Objects have black square around them
- When i use jdoom, all the objects such as enemies,
guns, etc, have black around them. I have a 300 mhz,
48 meg or... - 03:39 Feature #1188: Particle Generator - More funtionality
- _(originally posted by anonymous SF.net user)_
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PNG works yeah. I'm just getting a lot more slow down... - 03:21 Feature #1188: Particle Generator - More funtionality
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PCXs can't have an alpha channel, but color-keying should work (see
Readme). I'm und...
2003-07-06
- 22:33 Feature #1227: Per pixel lighting
- _(originally posted by anonymous SF.net user)_
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per pixel lighting doesn't have to have anything to d... - 13:55 Feature #1227: Per pixel lighting
- _(originally posted by anonymous SF.net user)_
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Very good, but where do you get your light source dat... - 03:28 Feature #1227 (Closed): Per pixel lighting
- Look at Tenebrae to figure this one out.
*Labels:* Graphics - 08:44 Feature #1226: Bumpmapping
- Closing as duplicate.
- 03:27 Feature #1226 (Closed): Bumpmapping
- nuff said.
*Labels:* Graphics
2003-07-05
- 18:19 Bug #102: jHeretic: crash with makelocp
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Fixed for 1.7.11. Correct behaviour: makelocp fails if the
player is already in the... - 14:29 Bug #102 (Closed): jHeretic: crash with makelocp
- While testing out models for Corvus, I had created two
more besides con0: con1 and con2.
When I used "setcon ... - 15:56 Feature #1225: Tenebrae style blood
- _(originally posted by anonymous SF.net user)_
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yeah that would be fine but this should be called 'do...
2003-07-04
- 21:22 Feature #1142: Cheating in netgames
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I used the term "cheating" loosely, and this mostly applies to
COOP games... - 16:06 Feature #1224: Cvar to disable model spinning
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It will be "rend-model-spin-speed" (a float factor). 0=no
spin. - 12:53 Bug #96: jHexen: Gargoyle stretched out?
- _(originally posted by anonymous SF.net user)_
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Ok, It's fixed...I must have downloaded a less recent...
2003-07-03
- 20:39 Bug #72: Loading a savegame kicks all clients
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I have now tested savegames in 1.7.11/net2 and things
seem to be working. Could it ... - 20:35 Bug #54: PWAD savegame crash
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As far as IWADs are concerned, this is no longer a
problem. Starting with 1.7.11, e... - 18:58 Feature #1163: Blended/faded texture animation
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If the animation sequences would be defined using DED
files, this would be easier t... - 15:56 Bug #101 (Closed): jHeretic: No wind on clientside
- For example in E1M1, the client is not feeling the
wind in the large water area.
*Labels:* jHeretic Multiplayer - 15:54 Bug #100: Doom2 level 29 floor hole bug
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This is glBSP's, not Doomsday's, fault. Solution here:
http://sourceforge.net/trac... - 13:45 Bug #100: Doom2 level 29 floor hole bug
- _(originally posted by anonymous SF.net user)_
Level29 hole bug screenshot
*Attachments:*
* http://sourceforge.net/... - 13:45 Bug #100 (Closed): Doom2 level 29 floor hole bug
- Doom2 level 29: If you walk up the long stairs (just
before you encounter cyberdemon) , player falls in the
invis... - 15:32 Feature #1191: More than 8 decor lights/texture
- _(originally posted by anonymous SF.net user)_
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Thanks, if the lights are small and the flares/halos ... - 15:29 Feature #1219: Configurable missile spawn points
- _(originally posted by anonymous SF.net user)_
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Good point. It would have to be an option in that cas... - 15:26 Feature #1220: Cutscenes
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Plans for the scripting in Doomsday 2.0 include this kind
of stuff. - 04:13 Feature #1220 (Rejected): Cutscenes
- Cutscenes that can be played before, during, and after
levels. Nothing overly elaborate. Using the engine to
gene... - 15:24 Feature #1222: 5.1 Digital sound
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If somebody has the needed hardware and wants to code
the support, I'm more than ha... - 04:22 Feature #1222 (Closed): 5.1 Digital sound
- Dolby Digital or DTS 5.1 surround sound support, as well
as support for 5.1 music tracks. Hard to implement
(espe... - 15:19 Feature #1201: Dynamic shadows
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There is so much Fireballs???
- 12:24 Bug #73: jHeretic: "Void" in the floor
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It appears the reason for the holes-in-the-floor bug (e.g.
Heretic E2M1) is glBSP v... - 10:02 Feature #1225 (Closed): Tenebrae style blood
- If youve seen tenebrae, or the early build of....that..
game... , youve noticed how beatifully dark and grisly
th... - 10:01 Bug #99: Doomsday: Forward + Forward = Use
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This is not a bug. Set cvar "ctl-use-dclick" to zero to
disable it. - 08:42 Bug #99 (Closed): Doomsday: Forward + Forward = Use
- Doomsday: Forward + Forward = Use
Double pressing of Forward will cause the
player to use.
*Labels:* Gameplay - 09:39 Feature #1224 (Closed): Cvar to disable model spinning
- Add a cvar to disable the model "df_spin" flag. Maybe
"rend-model-spin-disable", or just "r... - 07:59 Feature #1188: Particle Generator - More funtionality
- _(originally posted by anonymous SF.net user)_
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If I use a 256 color pcx image as a particle, it isn'... - 02:44 Feature #1188: Particle Generator - More funtionality
- _(originally posted by anonymous SF.net user)_
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The ability to rotate a particle would be usefull.
... - 04:30 Feature #1197: Scriptable UI
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I think all the menus should be set up using console
commands, read from e.g. Menus.... - 04:25 Feature #1223 (Closed): 16:9 widescreen mode
- Problably hard to implement. Through DVI??? or
composite connections. New HUD would be required for
widescreen. J... - 04:20 Feature #1149: MD3 support
- _(originally posted by anonymous SF.net user)_
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the md3 format does not support skelletal animation, ... - 04:16 Feature #1221 (Rejected): Movies playing on world surfaces (monitors, etc.)
- Longer, movies that could be viewed off of textures like
monitors or whatever in game. Small, compressed format
w...
2003-07-02
- 23:08 Feature #1188: Particle Generator - More funtionality
- _(originally posted by anonymous SF.net user)_
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Yeah pcx works great, I'll use that. Just through usi... - 23:05 Feature #1219: Configurable missile spawn points
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This shouldn't be too difficult to implement.
The Thing definition already has fou... - 15:54 Feature #1219 (Rejected): Configurable missile spawn points
- When using models, and a monster shoots a missile it is
spawned from the center of the object. This looks fairly
... - 20:14 Bug #73: jHeretic: "Void" in the floor
- _(originally posted by anonymous SF.net user)_
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I've had the same problem. However it only seems to o... - 17:03 Bug #73: jHeretic: "Void" in the floor
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Aha! Now I see it. Two possibilities:
- glBSP v2.0 produces incorrect data
- jHer... - 16:54 Bug #73: jHeretic: "Void" in the floor
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Unfortunately this never happens for me. And since we're
using the exact same Heret... - 18:11 Feature #1217: Controls for all supported games adjusted at the same time
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There will be no 'common' controls for all the games at
this time. Perhaps later, w... - 17:32 Bug #47: jDoom: Bullet puffs in face
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Annoying, but hardly critical... - 17:31 Bug #51: Sky rendering glitch
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Might be a bug with skyfix calculations/rendering. - 17:30 Bug #54: PWAD savegame crash
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Each game mode should use its own subdir under
Run\Game\Savegame. Then there would ... - 16:52 Bug #74: Voodoo: Brightness setting messes with desktop
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I have no way to reproduce this bug. Doomsday does
restore the original color adjus... - 16:45 Bug #89: Can't load DooM, although DooM2 loads fine
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This doesn't appear to be a problem with Doomsday as
such. You could always try the... - 16:37 Bug #96: jHexen: Gargoyle stretched out?
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Try this:
- Install 1.7.10 into a temp directory.
- Apply the latest snapshot.
- D... - 12:12 Feature #1214: No external textures for PWAD textures
- _(originally posted by anonymous SF.net user)_
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One example for why this can be helpf... - 08:50 Feature #1214: No external textures for PWAD textures
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Make that "-pwadtex". - 08:18 Bug #85: Virtual File Hierarchy (pk3) route folders bug
- _(originally posted by anonymous SF.net user)_
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Heh, I think quake 3 had this bug at one point :)
2003-07-01
- 22:39 Bug #37: Fog isn't saved into savegames
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This will be fixed in 1.8. - 22:12 Feature #1218 (Closed): gnf_group: Triggered by all in flat group
- A "gnf_group" flag should be added. It would
associate a flat-triggered particle generator with all
the... - 17:02 Bug #97: Loading order of included DEDs
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Fixed for 1.7.11. - 11:15 Bug #97 (Closed): Loading order of included DEDs
- The order in which DED files included from other DED
files are read is incorrect. An included DED file
should be re... - 11:54 Bug #96: jHexen: Gargoyle stretched out?
- _(originally posted by anonymous SF.net user)_
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Actually it's not...In the gardian of steel the gargo... - 11:18 Bug #98 (Closed): jHeretic: Speed + Use Artifact = Jump
- Holding down the Speed control and pressing the Use
Artifact control (e.g. Shift and Enter) will cause the
player t...
2003-06-30
- 21:25 Bug #65: Shiny skins on HUD Models
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Making this a bug. - 21:23 Feature #1216: Using alternative resources alongside the originals
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It's certainly a pretty nifty idea, but the graphics won't
work with some monsters:
... - 10:23 Feature #1216 (Rejected): Using alternative resources alongside the originals
- I would like to see an option to be able to use another
sound or graphics pack (eg. the psx or Doom 64 sound
effect... - 20:44 Bug #87: console command kill
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Fixed for 1.7.11. - 20:29 Bug #78: jHexen: setmap x / -warp x
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This should be fixed in 1.7.11.
NOTE: Don't use "setmap". In singleplaye... - 20:20 Bug #96: jHexen: Gargoyle stretched out?
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I believe this is fixed in the latest snapshot. - 19:22 Bug #96: jHexen: Gargoyle stretched out?
- _(originally posted by anonymous SF.net user)_
Screenshot
*Attachments:*
* http://sourceforge.net/p/deng/bugs/_disc... - 19:22 Bug #96 (Closed): jHexen: Gargoyle stretched out?
- The gargoyle with fire which you can see in the ingame
menu on the left and the right is stretched out when:
1.Sta... - 20:18 Bug #95: Relative md2 skin paths no longer work
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Duplicate of bug 762295, which was recently fixed (not in
snapshot yet). - 17:35 Bug #95 (Closed): Relative md2 skin paths no longer work
- An older version of Jdoom was able to accept md2 skin
paths relative to the doomsday base folder, much like
quake... - 20:12 Feature #1217 (New): Controls for all supported games adjusted at the same time
- It's really annoying to change the controls for every
game (hexen, heretic, doom)
It should be possible to adjus... - 19:50 Feature #1146: Ducking
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The player will need extra animations for it (crouch,
crouchwalk, crouch shoot, cro... - 19:34 Feature #1156: Smart Filtering (sprites, other graphics)
- _(originally posted by anonymous SF.net user)_
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Have a bunch: 2xSai, Super Eagle, etc... Good for peo... - 17:07 Bug #77: jHexen: "transparent" doors in demo
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This should be fixed in 1.7.11 (server didn't send enough
info to client). There is... - 17:06 Bug #77: jHexen: "transparent" doors in demo
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This should be fixed in 1.7.11 (server didn't send enough
info to client). There is... - 16:31 Bug #85: Virtual File Hierarchy (pk3) route folders bug
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I tried this in the 1.7.11/net snapshot, but there seemed
to be no problems. What d...
2003-06-29
- 21:28 Bug #92: Sky rendering shows HOM in window at ground level
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Setting 'rend-sky-full' to one should fix this. - 20:23 Bug #92: Sky rendering shows HOM in window at ground level
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note this was a map generated by SLIGE - 20:22 Bug #92 (Closed): Sky rendering shows HOM in window at ground level
- http://forums.newdoom.com/UBB/Forum5/HTML/001007.h
tml
See the pics here
*Labels:* Graphics - 21:24 Bug #94 (Closed): Wrong flat textures on clientside
- If the client and the server are using (slightly)
different WAD configs, the flat numbers may be
different. The c... - 21:20 Bug #93 (Closed): Jittery missiles
- Sometimes missiles jitter back and forth while
they're flying. This happens because the server is
constantly send... - 17:10 Bug #91: Iwad not found
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I've already fixed this for 1.7.11. Snapshot available
soon.
For more info:
htt... - 10:49 Bug #91 (Closed): Iwad not found
- I have install Doomsday 1.7.10 and when i want to play
at Doom, Ultimate Doom, Doom 2, Final Doom TNT, Final
Doom...
2003-06-28
- 22:25 Feature #1215 (Closed): State action console commands
- Similar to state action functions, a console command
could be executed when the state becomes active.
*Labels:* C... - 21:54 Feature #1212: jDoom: Extra weapon states
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Resolved using additonal state definitions. - 07:30 Feature #1212 (Closed): jDoom: Extra weapon states
- Dani J666 suggests: "A new state that runs after the
firing state eg to show a weapon cooling down
(chaingun) ... - 21:43 Feature #1214 (Closed): No external textures for PWAD textures
- The default behaviour should be that if a patch in a
texture comes from a PWAD, no external resource is
used. The e... - 12:39 Feature #1211: CVAR to disable the offseting in A_Lower and A_Raise
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The cvar 'view-bob-weapon-switch-lower' has been added to
jDoom. Default value is 1.... - 09:29 Feature #1213 (New): [MP] Respawn items in co-op and deathmatch
- An option (and cvar) to enable respawning of items in
co-op games. - 08:09 Bug #90 (Closed): Base-relative skin paths in MD2s
- Chilvence reports: "It happened that an older version
of Jdoom was able to accept md2 skin paths relative to
t... - 07:33 Feature #1209: Lava/water whatever effects
- Closing as duplicate.
- 00:11 Bug #89 (Closed): Can't load DooM, although DooM2 loads fine
- I have read the other thread about jDooM crashing when
E2, E3, or E4 are selected. My problem is that I can't
eve... - 00:06 Bug #75: Random Crashes with Ultimate Doom
- _(originally posted by anonymous SF.net user)_
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I have read the other thread about jDooM crashing whe...
2003-06-27
- 20:50 Feature #1211 (Closed): CVAR to disable the offseting in A_Lower and A_Raise
- Adding a cvar for this would allow for animation to be
used for weapon lowering/raising.
Also a new state that ... - 19:32 Bug #88 (Closed): Halo clipping vs. polyobjs
- At the moment, halos are not clipped at all by
polyobjs.
Torches 'shine' through doors in Hexen.
*Labels:* G... - 17:01 Feature #1210 (Rejected): Skins support
- Would (well, should) require a sprite version and a model
version. Each model could support multiple skins (duh). I... - 16:40 Feature #1198: Support for Rise of the Triad
- _(originally posted by anonymous SF.net user)_
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comment on dl ????? - 16:35 Feature #1209 (Closed): Lava/water whatever effects
- How about "get rid of" the water textures and other
things and replace them with effects as seen in unrea... - 07:46 Feature #1208 (Rejected): Game extension plugins
- Plugin DLLs that add new game modes, for example CTF. At the
very least, the DLL should contain new thinker functio...
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